{"id":1023,"date":"2025-03-11T02:54:57","date_gmt":"2025-03-11T02:54:57","guid":{"rendered":"https:\/\/sites.wsagames.com\/et4g23\/?p=1023"},"modified":"2025-05-09T17:21:39","modified_gmt":"2025-05-09T17:21:39","slug":"wrought-week-5","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/et4g23\/2025\/03\/11\/wrought-week-5\/","title":{"rendered":"Wrought &#8211; Pt 1"},"content":{"rendered":"\n<p class=\"has-text-align-center has-background wp-block-paragraph\" style=\"background-color:#dfdfdf\">As outlined in Lament\u2019s GDD, there will be two enemies that appear throughout all of the realms. One of which are the \u2018Wroughts\u2019<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">These Wroughts were described and explained in the GDD, which I analysed in this <a href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/03\/11\/researching-laments-gdd\/\">Research Post<\/a>, the analysis looked like this:<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1024\" height=\"645\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-104-1024x645.png\" alt=\"\" class=\"wp-image-1174\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-104-1024x645.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-104-300x189.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-104-768x484.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-104-850x535.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-104.png 1123w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">These Wroughts are a melee enemy type which, compared to the whisper, are slower but have more HP.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"260\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-100-1024x260.png\" alt=\"\" class=\"wp-image-1167\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-100-1024x260.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-100-300x76.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-100-768x195.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-100-850x216.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-100.png 1219w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Explaining the Wrought&#8217;s script<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The &#8220;Stats&#8221; and &#8220;Health&#8221; Header shows various variables that can be changed or edited in the Unity editor, as mostof these data types are set to public, variable such as: speed, stoppingDistance, maxHealth etc. Furthermore there are references set in the Start() method or in the editor that the script can access, like the player&#8217;s position, or the Wrought attack hitbox.<\/p>\n\n\n\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6aca32dd471ff&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6aca32dd471ff\" class=\"wp-block-image size-large wp-lightbox-container\"><img decoding=\"async\" width=\"1024\" height=\"384\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-102-1024x384.png\" alt=\"\" class=\"wp-image-1170\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-102-1024x384.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-102-300x112.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-102-768x288.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-102-1536x576.png 1536w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-102-850x318.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-102.png 1564w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">In the <strong><em>Start() <\/em><\/strong>method, many aspects of the Wrought&#8217;s script is set, such as: The <strong><em>player&#8217;s transform<\/em><\/strong> (position in the scene) is set; Its <strong><em>currentHealth <\/em><\/strong>to its <strong><em>maxHealth <\/em><\/strong>and its <strong><em>isAttacking <\/em><\/strong>bool.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In the <em><strong>Update() <\/strong><\/em>method, the <strong><em>HandleMovement(), <\/em><\/strong><em><strong>HandleAttack() <\/strong><\/em>and <em><strong>HandleLook() <\/strong><\/em>methods are all constantly being called.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The <strong><em>HandleMovement()<\/em><\/strong> method outlines how the Wrought moves, which is very similar to the Whisper&#8217;s <em><strong>HandleMovement() <\/strong><\/em>method, essentially, it checks whether its distance from the player is greater than the <em><strong>stoppingDistance<\/strong><\/em> float, if it is then it uses the <strong><em>Vector2.MoveTowards <\/em><\/strong>function to move the Wrought towards the player until its distance from the player is smaller than the <strong><em>nearDistance <\/em><\/strong>float.<\/p>\n\n\n\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6aca32dd47662&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6aca32dd47662\" class=\"wp-block-image size-large wp-lightbox-container\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"497\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-103-1024x497.png\" alt=\"\" class=\"wp-image-1171\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-103-1024x497.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-103-300x146.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-103-768x373.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-103-850x413.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/03\/image-103.png 1447w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Once the Wrought is within range to attack (When its distance to the player is less than the <em><strong>nearDistance float<\/strong><\/em>) and the cooldown for its attack is up (When the <em><strong>timeBetweenShots float <\/strong><\/em>is equal to zero) the <em><strong>HandleAttack() <\/strong><\/em>method is called.<br>This <em><strong>HandleAttack() <\/strong><\/em>method sets the <em><strong>timeBetweenShots float <\/strong><\/em>to the <em><strong>startTimeBetweenShots float<\/strong><\/em>, essentially resetting the attack cooldown. But if the Wrought is within distance to attack but the cooldown isn&#8217;t over, the cooldown counts down, <em><strong>timeBetweenShots -= Time.deltaTime;<\/strong><\/em>.<br>Once all the conditions are met, the <strong><em>ActivateAttackforSeconds (float duration) <\/em><\/strong>Coroutine is called; this sets the Wrought&#8217;s attack hitbox to active for a certain duration before turning it off after waiting a certain duration.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The <em><strong>HandleLook()<\/strong><\/em> method is used for the Wrought to attack in the direction. Firstly, a Vector3 called directionToPlayer finds the direction from the Wrought to the player, and sets its z direction to zero (as the game is 2D and not 3D only the x and y directions are needed)<br>It then checks if the<em><strong> directionToPlayer Vector3 = Vector3.zero<\/strong><\/em>, if this is the case then the player and the Wrought are directly on top of each other, in this case none of the following code is executed. if <em><strong>directionToPlayer &gt; 0<\/strong><\/em>, a <strong><em>float<\/em><\/strong> called <strong><em>angle <\/em><\/strong>is created, then Unity does math using the <em><strong>Mathf.Atan2 <\/strong><\/em>function to calculate the angle from the Wrought to the Player in radians (A unit for angles) which is then converted to degrees using another function called <strong><em>Mathf.Rad2Deg<\/em><\/strong><br>The Wrought is then rotated by this <em><strong>float<\/strong><\/em> called <em><strong>angle <\/strong><\/em>to face the Player, so that when the Wrought&#8217;s attack&#8217;s hitbox is activated, it is in the direction of the player.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Lastly, the <em><strong>TakeDamage()<\/strong><\/em> method is explained in a <a href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/03\/12\/player-week-4\/\">Player Development post<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>As outlined in Lament\u2019s GDD, there will be two enemies that appear throughout all of the realms. One of which are the \u2018Wroughts\u2019 These Wroughts were described and explained in the GDD, which I analysed in this Research Post, the analysis looked like this: These Wroughts are a melee enemy type which, compared to the&#8230;<\/p>\n","protected":false},"author":28,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1023","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Wrought - Pt 1 - E-Jay Tripoli (Year 2 Archive)<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/03\/11\/wrought-week-5\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Wrought - Pt 1 - E-Jay Tripoli (Year 2 Archive)\" \/>\n<meta property=\"og:description\" content=\"As outlined in Lament\u2019s GDD, there will be two enemies that appear throughout all of the realms. 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